LD11 April 18–21, 2008

Win32 version working

EDIT:  Seems like I forgot to put the Readme in the win32 version zip. Whoops. Quick reupload.

Ok, the .exe file included in my upload didn’t work it seems, I’m not on a Windows desktop while developing, so I didn’t have time to try the compiled version during the compo. But I’m pretty darn sure I have a working version now. I updated the Final-post with a download link but here it is again

download(win32)

The fonts gets a bit messed up in the win version for some reason but It’ll have to do. Changing things more than getting it to compile after the compo would be cheating, right? :)

Tags: edit, readme, win32

Framed! Postmortem

I figured I’d post some more after thoughts. The contest went really well for me despite not having the whole weekend available to me. I had to go home to visit my father who was recently in a skiing accident. So, I’m happy with how things went.

Unfortunately, I posted my final entry early, and then I found a bug that evening when playing my game before going to bed after the contest ended. It was a minor thing, but apparently I would play my game exactly the same way each time, and thus why I didn’t find it until later.

Then after sleeping, I realized that while my directions on my menu state one thing, I had eased up on one game play element, making the game some what trivial. So, when I woke up Monday morning, I set out and fixed it. Looking at the comments so far, it’s too bad I didn’t think of fixing it sooner.

All in all, I think I spent about 12 hours or so on the project. I used Python + PyGame for the coding, the whole thing is under 400 lines of code. I used SFXR and Musagi for the sound effects and music. And I used my good old pals MsPaint and Photoshop for the graphics. I’m always amazed when I find myself going back to MsPaint for the really simple stuff I can’t do in Photoshop easily. I also used Audacity to convert my wav samples to off format for file size. And I used py2exe with the pygame2exe script to create the windows executable.

I wish I was able to comment to the feedback from voting.  If your confused about losing, you have to make all of the “invisible” frames (outlined in black on easy mode) appear first before clearing the screen of frames.  It was kind of a hard thing to explain.  That’s why I added the outlines on easy mode from feedback I got back from my girlfriend.  Of course, after you’ve played a couple of times, it makes more sense.  As for after figuring that out, there’s a strategy that guarantees victory, which I realized and fixed shortly after the competition.

So, I think that’s everything. For those looking for more of a challenge and how the game should have played, feel free to check out Framed! v1.2 (win).

Tags: postmortem

Post-Compo Edition/Bug Fix

If you are getting a blank white screen when you start my game (even if you used your intellect to then click on it and play the game anyway), your video card may be displeased with my non-power-of-two textures. No, I wasn’t just being SUPER minimalist! The version I have up at my site (sorry, it’s in an installer) fixes that, so it may work if you had visual problems before.

Get it here: stillpond_install.exe (1.9mb)

However, that’s also my post-compo edition. It has two new bonus game modes (they are hidden, search the title screen! Think of Strongbad!), but aside from those modes (and fixing the texture sizes) it is totally unchanged. So I think it’s fair for you to judge it for the contest, provided you ignore (or don’t find) the bonus modes.

Tags: post-compo

Timelapse

So I’ve got around to compiling my 2GB of screenshots into a timelapse. You can see a long period at the start when visitors came round and I got absolutely no work done, but things get more and more frantic as the deadline approaches.

It looks like I never slept – but this is because there’s no screenshots from when the computer was off.

http://www.surrealix.com/ludumdare/timelapse.html

Tags: journal, timelapse

The Facebook Delimma

Well I have had 5 comments now that said that they either don’t have a Facebook account, or that they don’t want to install extra apps. This is a bit of a bummer (and I knew beforhand that I was taking a risk by choosing this path), but if I could plead with you, it is easy (and free) to create a Facebook account to play the game — Heck, you don’t even ever have to use anymore after that. You can also remove the app after adding it and playing it.

I go through the trouble of dual booting back into Windows and installing various versions of different libraries to try other people’s apps, could you please at least exert just a little effort to try my app? Thanks.

Tags: journal

Comments

23. Apr 2008 · 02:50 UTC
One idea would be to post a gameplay youtube if it was readable.. enough to judge by maybe. ?
triorph
23. Apr 2008 · 06:07 UTC
i have a facebook app, and i didn’t mind adding the app, but all i got was a grey question mark, so i couldn’t play it anyway.. is a pity since I quite like MUDs and all.
creiht
23. Apr 2008 · 11:32 UTC
triorph: The grey question mark is where the icon and description normally go when you add the app to the Facebook directory listing (which I didn’t want to do yet). You should still get the add this application button to the right, and everything should work as normal.
23. Apr 2008 · 17:16 UTC
I have a facebook account, but I totally understand anyone who doesn’t want to make one. From what I hear, it’s virtually impossible to get rid of one once you’ve made it, and they hang on to your personal info for the rest of eternity. I regret having made mine, but it’s done now! I don’t use it at all, ever. I will of course try out your game, though!
triorph
24. Apr 2008 · 03:24 UTC
I did click the “add this application” button, then i go to my applications and select it and it jsut takes me back to the grey question mark (which is giant btw, not just like some small description)
LunarCrisis
26. Apr 2008 · 02:32 UTC
The other issue is that facebook shares your personal information with your friends’ applications, not just your own. You can turn this off (privacy -> applications -> other applications), but ONLY if you remove ALL facebook platform applications from your profile. It seems to me this is a completely arbitrary restriction to discourage people from protecting their information, and it’s a pity that it stops people (such as me) from using completely reasonable applications.

The Jug Runs Dry

The compo has been over for days, but I just drank the last cup from my 2.5 gallon jug I bought for LD. This is called ‘Closure’, ladies and gentlemen.

The Jug is finally empty

Tags: foodphoto

Comments

PoV
23. Apr 2008 · 13:51 UTC
Haha, the great jug. :)

Kill Ben – A New Game Based on the TV Show LOST using the Simple Dungeon Engine

I decided to have a little fun today.

 I took the game engine I created for Simple Dungeon and created a new adventure out of it. This one is based on the TV series LOST. I don’t know if any of you are fans of the show, but I’m a big fan. 

 Anyway, the adventure is set on Lost island. You are Locke and the objective is to kill Ben. You’ll run into many of your favorite Losties here. Maybe even the smoke monster. You’ll finally get to see how that Locke vs. Jack battle turns out.

 Code is 99.7% the same. Mostly what I changed were the two data files. Fixed a couple bugs though while I was at it. It took a couple hours to design the new world and objects and monsters.

Have fun and let me know if you enjoy your adventures on Lost island.

 Game is here:

http://rapidshare.com/files/109829863/KillBen.rar.html

 –Note, updated rar. Forgot one of the files needed to run the game.

Tags: .net, lost, RPG, scenario, simple dungeon, tv show, Windows

“Getting” Framed!

I finally thought of a “plot” or analogy for my game to help clarify the rules and make it easier to know what to do your first time playing.  So, here it is:

Imagine you’re the owner of an exclusive new art gallery: “Framed!” with the latest technology: A wall that can automatically revolve Artwork from the show floor to the back storage room.  You currently have an art gallery on display in specially brown painted frames.  A painter is scheduled to come soon to paint all the frames in the gallery White.

Currently, you’re in the back room preparing the next showing, looking at the back of your gallery wall.  You have placed all the new artwork in shiny White frames and hung them in the special revolving slots of your wall, but you still need to replace the old “Rogue” artwork still hanging in the gallery.

You know your showcase will be a disaster if any of the “Rogue” artwork is stilling hanging in the gallery, or if you’re missing one of your new pieces of art.  You have to first replace all the “Rogue” frames’ artwork from the gallery in the back and then ensure that every frame is facing the gallery for the showcase.

The only problem you find with your new technology; however, is that you need to rotate two frames around at once.  If they’re the same size, they’ll both stay on the gallery side of the wall displaying their new artwork prominently.  If they’re of different sizes, a “Rogue” frame that was once in the gallery will flip to you in the back.  And if they were both once “Rogue” frames in the gallery, any frame that is currently in the gallery is flipped back to you.

Your goal of course, is to have flipped all the frames on your back side of the wall so they are on display in your gallery (behind the wall) and ensuring that all the current gallery pieces in the “Rogue” brown frames have been replaced.  Of course, if you fail to replace the artwork in a “Rogue” frame, or if you get stuck with one frame in the back with you (unable to flip it to the gallery) then your showcase will be a disaster.

And that’s Framed!  Of course, why doesn’t he just doesn’t go around the wall to replace the “Rogue” frames?  Maybe he forgot the key to his gallery that day, but had the store-room key, maybe it’s just another case of insisting on using the expensive new technology you just bought, maybe he was just bored…  You pick.  Enjoy!

Comments

24. Apr 2008 · 09:49 UTC
There has GOT to be a simpler explanation then that!! :)
24. Apr 2008 · 18:05 UTC
I mean the rules are pretty simple, but it’s hard to explain. I just came up with the above plot to kind of ease in the concept of what you’re trying to accomplish.

Missing Dependency

If you couldn’t run my game, try downloading and running the following python file: http://peak.telecommunity.com/dist/ez_setup.py

I found out this file was a sub-dependency of PyOpenGL when I switched to a windows system to build a win32 executable.  I also found out that py2exe does not do whatever it’s supposed to do with pkg_resources, so my game will run before it’s packaged, but not after.

Tags: Omnihunter

Win Executable

Here is a windows executable I made after reading the comments from people who couldn’t wouldn’t install pygame. Sorry linux, I don’t even know where to start for you guys. It is the same version, with all the same limitations, just smashed into an exe.

EDIT: 4th times the charm :/ I think it has the right zip file linked now…

Minimalist

Tags: journal

Some hints – because great minds don’t always think alike

I’m realizing as I read through the feedback on my game that it isn’t exactly obvious that your character is actually moving, instead of just waiting for rats to run into his blade.  Notice how if you point your mouse away from the rats, the rats appear to slow down and move backwards relative to you?  And when your character turns the wrong way, that’s because of the way the vector addition works out– try moving the mouse further clockwise or counter-clockwise and see if that makes him do what you want.  And those big white things are walls.  My game simply fails to communicate a sense of movement because none of the terrain is textured.

Tags: Omnihunter

Comments

HybridMind
25. Apr 2008 · 16:10 UTC
I was able to survive for almost a full minute now, yah! 😉
25. Apr 2008 · 21:37 UTC
Ahaha, well things make a little more sense now. You really needed some textured background in there.
Dathgale
27. Apr 2008 · 10:02 UTC
I’m glad the movement makes sense now, and I’m very pleased that you had fun, HyrbridMind.
HybridMind
03. May 2008 · 22:59 UTC
Ok- that makes more sense now that you’ve explained how the mechanics work under the hood. Thanks!

Post-48h version of Col-4

I’ve made a few improvements to Col-4, so that now at least I think it’s fun.

col-4-post48h-1.png

Relevant changes are:
– Smaller playing area, but higher.. kind of
– Different speed scale
– Special block
– Now middle area swappable instead of the upper one
– Preview of next block

Download source and Windows binary. Extra clarification note and reminder: this is post-48h, and shouldn’t be used for the voting.

Tags: blocks, C++, colors, columns, GLFW, post-48h, screenshot, Windows

Space Trader small fix, and some comment responses

The only changes in this edition are to do with making the game play a little nicer with some people’s systems.  If you’re computer supports 320×200 resolution in fullscreen, and is 32 bit, you should find very little difference between the previous release and this one.  If however you have a 64 bit operating system, would rather run the game in a window, or can’t support small resolutions in fullscreen, you should download this 800×600 resolution version:

http://www.mediafire.com/?myztgenjf04

There are no gameplay or balance fixes, as I am saving game updates for post competition.

The biggest problem people are finding with the game is with the control.  I did conciously choose to use sim-based controls rather than arcade, as I find them much more interesting.  Unfortunately they seem to be harder to pick up than I realized.  As for future versions, I’m not sure how much I am willing to dumb the controls down, but I’ll admit they might be a little excessive at this point.  One thing I had been planning to add at some point were better ships that had more engines (perhaps a reverse thruster) or better engines (easier turning).

Personally I do find the control a little hard, but also a lot more fun than it would be if there were velocity or angular speed limits.  You can’t just hold your thrusters down, because you will continually accelerate (both in turning or moving forward).  Just a little bit of force is enough to get you turning.  If you want to turn faster, hold it down more.  If you want to turn slower, hold the opposite key slightly.  I am really glad I tweaked turning before release (It was twice as fast before one of the final changes I made), but apparently I didn’t tweak it enough.

Game balance in general is pretty random I admit.  I spent the majority of my time on physics, particle effects, and ai, saving the very last few hours to actually balance the game.  Not only are the trade runs rife with exploits or the planet names rediculous, but the random spawns are far too random, and most enemies shoot too fast to put up with them.  For the immediate future, I hope to have some variety with enemies, and keep most of the starting areas much safer.  I also want the game to be less random in general, with more simulation behind the scenes.  I just didn’t have time for this before.  The game would be more satisfying if you could go toe to toe with some enemies more often, instead of having to constantly run away :)  I have had a few fights that were very exciting and winnable, but they are very rare.  It’s also possible to be killed 3 seconds into the game, which is just dumb.

There is also a bug with the planet police.  If a pirate attacks you and manages to hit a civillian ship, the police will come out and think you are the culprit!  The police were invented to protect the exploit of camping the civilian ships for all of their cargo.  (If you haven’t ever won a fight, you may not know that ships drop cargo when they die)  So I made the police extremely tough.  As a result of the bug and the strong police, any fight near a planet will quickly result in destruction, as a stray bullet from the fight hits a civilian ship :)

I also received several comments to this effect: “This game is so tiny!  But how does it fit the minimal theme?”  This may have not been communicated adequately,  but I went for minimal window size and minimal code size.  I also went for a minimal space sim, and there weren’t any features that I felt I could take away.  But the screen size was the main source of minimal.  This fixed release kind of takes that away, but I suppose it had to be done.

I will be improving this game once voting is over.  First I will tackle the bugs, and then I will tackle the spawn system.  I plan on adding some semblance of story or an overall goal too, with trading being a means of completing that goal; and numerous interesting events and things to see throughout the system.  I don’t plan on adding any form of hyperspace, and I probably wont add quests like they are usually implemented.  Oh yeah, and there will be a way to save your game!  I’m real sorry I didn’t have time for that one :)

Comments

HybridMind
25. Apr 2008 · 16:14 UTC
I’ll definitely check out a post-48h release of this game again. Looking forward to it.
07. Dec 2008 · 15:57 UTC
Привет, я думала что это совсем не так происходит:)

Things, Doods, Baddies, Shoostings, and Lewt

In response to this comment, “What no one else has said so far is … what the hell kind of class names are those? “Thing”, “Dood”, “Baddie”, and “Shoostings”? =P”

Yeah, I really don’t normally code like that. Right at the beginning, I couldn’t think of a good base class name for what became the polygons. It wasn’t the player, and it wasn’t the enemies, because it was both. I ended up just putting ‘Thing’ there to get the ball rolling, and it all went downhill and into the gutter from there. After thing came Dood for player, then Baddies, Shoostings, and Lewt.

I talked briefly about this in IRC: It was pretty funny at first, but, since I don’t normally code like that, it got to be confusing and bug-inducing later on when I couldn’t remember if I spelled it lewt or loot, dood or dude, etc… Back in college I had fun telling stories / being clever with my variable names, but generally, I recommend picking a reasonable naming scheme and sticking to it, especially with a deadline no more than 48 hours away.

Still, thanks for noticing. :) I hope you got a kick out of it.

Tags: journal

There Is No Screwdriver v1.1 Update

I would have posted this version earlier but I just took a week off to tour a college and didn’t bring my laptop.(which was a stupid mistake on my part considering all the free wifi.)

There Is No Screwdriver

Version 1.1

Bug Fixes:
Fixed an error of being able to leave the first room without actually opening the door.
Cleaned up the code slightly.

Download

If there are any other bugs or if anyone has comments feel free to leave a comment for me.

Tags: adventure, python, There Is No Screwdriver, update

Sorry people..

I must have screwed up the build somehow. It runs OK on my MacBook Pro, and I did bundle the Bullet/SDL libraries, but it seems others have had the bus error (and someone else was able to launch it, but the graphics didn’t work properly). I’ll try to fix it and post a link to the working version (if anyone is still interested…). Should be possible to compile and build it also, on any Mac, if you download Bullet and SDL.

Comments

05. May 2008 · 11:19 UTC
Seems Mac people are still a tiny minority here :(

About Tiny Hawk controls

From reading the comments, I got this feeling that not everybody has understood how the grinds and walljumps work in Tiny Hawk. The way you do them is you have to be holding the button when you hit a rail or a wall. Most commonly, you’ll do a jump and you’ll keep holding the button until you hit the rail or wall. Also if you’re walljumping up a tall column, just keep on holding the button, you don’t need to let go for each jump. The walljump is actually kinda buggy, and won’t always work if you’re falling down. This is because the game thinks you’re landing on a tile instead of hitting it from the side. I’ll likely fix this at some point. Also if you hit a rail on the very edge, you might hit the rail but fall off instantly. I’m going to call that an unintentional feature, because it’s kind of a neat thing that you can “almost” hit a rail. 😉

A lot of people have been asking for a button for changing directions, but I think that not being able to turn around and playing the game with just one button is a pretty big point. I’m probably not adding that in. The actual problem is of course level design. There should be more blocks around so that you can bounce off a wall if you want to turn, or climb up quicker if you fall down.

Anyways, people seem to be liking the game, so thanks for that. I hope this little explanation clears things out (if there was anything to be cleared).

Tags: tiny hawk

Minimalist Post-mortem

In one 48 hour period, I made a simple game based on the theme “minimalist”. I didn’t try to stay awake throughout the entire Ludum Dare competition, so the game was made in less than 48 hours.

What Went Right:

  • Used my build script to create a distributable game from the beginning.

    I have a build script from a previous project that allows me to use a single command to take my project source, build it, and create a .tar.gz file to distribute for GNU/Linux users. Towards the end of the competition, I wasn’t spending too much time trying to figure out how to get my project into a judge’s hands since.

  • Mouse control was easy to do and easy to use.

    Since I was learning SDL, I tried to make my game as simple to use as possible. I knew that using a mouse was a lot easier than expecting someone to use the keyboard, but I had never implemented mouse control in a game before. Luckily, it turned out to be very easy. As a result, the interface was very simple since you’re just moving the mouse around, and the game that this interface produced was better for it.

  • I got really involved in it.

    I had food photos and a time lapse video, and I even received two trophies, one for my eclectic food choices. Hanging out with all of the other Ludum Dare participants, even if just virtually through IRC, was a lot of fun.

  • I finished!

    Of course, finishing was also a lot of fun. While I could have used some more playtesting and would have loved some feedback before it was submitted, I think I put together a decent game in a short amount of time. It feels good to finish things.

What Went Wrong:

  • My work environment was horrible.

    A couch is comfortable…but not for marathon game development sessions! My back still hurts. I need to clean my office. Right now, I am using it as a giant inbox:

    Why I Use My Couch Instead of My Office

    I prefer development with my laptop because the CRT of my desktop is harsh on my eyes. Still, it would be nice to sit in a real chair while working. Alternatively, I can finally buy an LCD for my desktop.

  • My cats love to hang out with me.

    Even if I was sitting in my office, I know from experience that my cats would still jump up into my lap and try to rest their heads on my arm. When you’re using a laptop, there isn’t room for it AND a cat or two. Having an office door to close would help, of course, but the cats were quite a distraction for LD#11.

    Gizmo prevents me from game programming

  • I didn’t practice using SDL before the competition.

    It was a problem especially since I had decided not to depend on the Kyra Sprite Engine for future projects, but I really only used libSDL for input and creating a window prior to this project. When the first 24 hours are finished and all you have is a window rendered and the knowledge that the mouse handling is working (even if it isn’t visible), you might be afraid that you won’t have anything to show at the end of 48 hours. I did manage to pull it off, but by the next competition, I want to be able to work with less of a focus on technical details and more of a focus on game development.

  • I spent too long in the beginning trying to mock something up in the GIMP.

    Similar to the previous point, I was spending more time on technical issues than on creation. I thought I was more familiar with the GIMP than I was, and I spent a lot of my early hours fighting with it instead of just using pencil and paper. The worst part about it was that the initial idea was one I ended up discarding, and if I wasn’t wasting time with figuring out how to do some simple things in it, I might have been able to figure it out sooner.

What I Learned:

  • My kitchen goes to entropy during LD.

    When you’re focused on game development for most of your waking hours for two days, other things have to take a lower priority. One of those things was cleaning. I had a bit of a mess to deal with after the competition was over.

  • Even something incredibly simple can be a good game mechanic.

    I knew I wasn’t going to be drinking multiple cans of Mountain Dew or Red Bull, and I don’t drink coffee, so staying up for 48 hours wasn’t going to happen. I needed to work on a game I could finish, so I picked the simplest thing I could. Surprisingly, it was fun, and some of the judges have said so as well. At the end of the competition I already had a list of ideas that could improve it, and I hope to release an updated version with those improvements.

  • It’s possible to do a lot in a single day.

    Even though I spent some time learning how to use SDL, I still managed to make a game. The best part is that I can incorporate what I have learned into my personal library of code for my future projects. Also, there were over 70 games submitted, and it is amazing what some people were able to do in 48 hours. Some of them were learning how to program!

I set aside most of a 48 hour period, and I have a game, some new code, and more experience. If I could work on a project with a similar scope each month, I think it would go a long way towards improving my ability to create video games. Also, it’s a lot of fun, and I will definitely be participating in future Ludum Dare competitions.

Tags: cats, postmortem

EXE available

Say thanks to keeyai for making this exe!

http://xer.pixelarttut.googlepages.com/john_minimalist_house_builder.zip

Kaaaaahhhhn!… puter!

While I was doing the compo (and before), my computer was suffering from a disease I like to call “imabigstupidjerkofacomputerandimgoingtofreezeeveryfifteenminutes”.  It made coding extra fun, but by the grace of Billy Idol, I managed to submit something.

I noticed the comments and stuff on my entry about it basically being a piece of junk, so I went back and (hopefully) fixed those bugs.  Yet my computer was apparently just being a saucy taunt-face, because pretty much right after I’d packaged and tested the bugfix release, the thing froze before I could upload it anywhere.  It now freezes about one minute after it starts, thereby disallowing my every effort to get the update posted.

In all fairness, the computer’s about six years old, which I think is a pretty impressive lifespan for a laptop which I’ve worked pretty hard every day I’ve owned it.  I guess Ludum Dare must have been the straw that broke the camel’s back.

Anyway, in summary, I won’t be able to get the new, fixed, maybe-working-for-Windows version up before the voting closes.  If you can’t get it working on your system, feel free to judge it on the last-minute drunken stupor of a README and the sexy graphics in the gfx directory.

Also, I’m not going to be able to really rate anyone else’s because I only have access to computers which are not mine to install dodgy games on (no offence).

Peace out, and good luck to everyone whose computer isn’t a steaming pile of wreckage!

Comments

03. May 2008 · 09:38 UTC
Sorry the technology ended up clobbering your work :(. My computer has a less severe case of the disease, making me think my minimalist game was only getting about 20 FPS instead of 60 for a while. Good luck getting it fixed and I hope you manage to get your completed game out.

Minim Madness V1.0

Here’s a new version of Minim Madness:

Highlights:

  • Completed in-game instructions.
  • Added easy difficulty mode for people who found the original too hard. Activate it by pressing D to toggle difficulty.
  • Added playback/recording mode.

This version includes some recordings of me playing the game. There aren’t any new levels, but hopefully I’ll manage another release in another couple of weeks.

Comments

rale
06. May 2008 · 15:11 UTC
Oh no. The instructions are like 10 pages long and even after reading it i didn’t get this game. Managed to once interact with the dropping thingy. My line+circle thingy just disappeared after hitting the dropping piece of pixels. It is always good to show the game to your friend and see if they can play it or something. I’d love to give this a try but I can’t read the instructions for second time. :)

Exxon on Vista (Perhaps other systems aswell)

It’s a trap

I’ve found out that level mode is troublesome on Vista system. Running my game in a browser solved that problem. However, performance goes down a lot in the browser. To get decent framerate shrink the browser window until it feels good. Here is the game

http://enedahl.com/ld11/final/exxon.swf
Same as the exe but online.

Tags: 2D, flash, oil, topdown, vista

Mondrian : an update

Firstly, I’d like to thank everyone who voted for providing kind and constructive comments in the voting area. They’ve really encouraged me to continue developing this game. Keep in mind when reading my comments that I too am trying to be constructive, and I’m not trying to come across as a complete butthead. In my mind anyone who even got half a final entry completed has done an amazing thing in such a short time. Secondly, let me apologize for including a few levels that were far too hard …. actually I’m almost certain now that they were impossible.

Mondrian Level 15

So, I’ve prepared an updated version of Mondrian for those who’d like to play it. I thought I’d leave this release until after voting, to ensure that nobody could accidentally judge based on the non-48 hour version. You can get the latest version a my OMGWTF Games !!1! page. This new updated version includes:

  • 20 tested and achievable levels, loosely ordered in increasing difficulty.
  • Snappier graphical effects (subtle fades)
  • Full screen mode (-f, or ‘f’ key in the game on Linux)
  • Level restart with right click, spacebar or ‘r’.
  • A saner level editor. Edit any level with -e command line flag.

The README in the zip gives more details.

I’ll probably continue developing this over the next few months / years. My target is to make 100 decent levels, a title screen with menus to match the command line flag functionality, a level selector, better synth sounds, and some alternative “not-so Piet-Mondrian” colour schemes (maybe a “psychedelic” visual mode ?). There are also a few different game ‘rules’ that I’d like to play with, like making the colours “swap” when unmatched colours collide, rather than grey dead squares. This would totally change the game, but make for some nice tricky logic puzzles.

As always, feedback (and custom levels !) are apprieciated, and I hope those who like puzzlers will enjoy this more polished (but still not complete) game.

Tags: mondrian, pygame, python, update

Comments

05. May 2008 · 06:14 UTC
Like the gentler difficulty slope. :) However, I think it would look better if you just had them fade out and stay the same size, rather than shrink to the corner. Something about the change, just seems a little odd.
05. May 2008 · 07:00 UTC
Thanks for the suggestion. I may experiment with the visual tweaks a little more … it’s true that a simple fade may actually look better, and less distracting. I might save the scale+fade for one of the effects in the planned ‘psychedelic’ mode :)
05. May 2008 · 07:02 UTC
Whoops, forgot to use the alias ! Now my secret identity is revealed !! Please excuse me while I prepare to run from the paparazzi !

“Of Robots & Groglots”, Post-Mortem

 What worked well:

  • Building a good infrastructure: Clean object system & usable level editor = worth a lot. I only really started building levels around the 40 hour mark, and that worked like a charm.
  • Cutting stuff in the end: Music wouldn’t have helped me a lot. Not having an ending was smart too: Everyone who noticed that must have liked the game anyway 😉
  • Ruby, together with an ad-hoc autoloading mechanism, made for one of the smoothest coding experiences ever.
  • TIME MACHINE! I knew I’d need a backup system sooner or later (turned out to be true), but I really didn’t feel like bothering with Subversion because I always forget to add files etc. and it wastes time, so I just watched Time Machine do its background work every hour. Boy was that a relief.
  • Periscope: While my timelapse wasn’t highly interesting, it only took two clicks to create, so no time wasted here for a low score 😉

What didn’t really work:

  • People had various problems with the gameplay (controls, motion sickness, …), and even if I knew that earlier, I probably could not have done much about it except getting into a panic.
  • Needed to do more optimizing than I usually do, and some levels are still slow. Will revisit this and try to improve on this from the Gosu library’s side.
  • I had a cold that made thinking pretty hard. Anything that involved maths was buggy, which caused a minor panic just before the deadline. It also made IRC very hard to follow :(

Next time’s plan: Keep the solid workflow, hope that the game concept works out better with regards to the Fun, and consequently Overall category, try to be more experimental technically. Can’t wait :)

Also, did anyone play the game with a gamepad? Would be cool to know for the next time, because it was hard to decide between a small ending screen and gamepad support in the last few minutes :) Thanks!

Tags: gosu, post-mortem, ruby

Comments

HybridMind
05. May 2008 · 10:27 UTC
Since you asked, yes- I used a game pad on your game. :)

Sound

I put up an article on basic sound synthesis yesterday. It had been requested by some folks. Touches on fundamental aspects of sound in general as well as more specific details relevant to classic retro waveforms and the kind of stuff sfxr does.

Tags: audio, sfxr, sound

Hypno-Joe, a failed joke post

Being the jerk I am, I usually take any opportunity I can to pick on Uhf.  I set out initially to create a seizure animated gif to respond to those syndicated Uhf posts (I see hypno, and I start thinking seizures).  However, in analyzing the character, I ended up with a sketch I kinda like.

Hypno Joe… haha… erm… haha!

So there ya go Uhf, fan art.  See, PoV can be a nice guy sometimes.

PoV’s Fake LD - 8 Hours

I suppose the camera’s been fixed for a bit now.  Not quite done for the night, but if I do call it one, I’m at a good spot.

Zoomed out, for the win.

I still need/want to clean up the camera code.  It’s just some blah chunk of code sitting in main at the moment.  I need to sit down (in a different chair) and figure out what I want to do with it.  I would like this taken care of before I call it a night.

Next step is to perhaps hack together a level, or do the character particle stuffs.  The game I’m working on is one that would have suited the LD8’s “Swarms” theme.  Well, there’s aspects that could suit several themes, but it’s a swarm game more than any other.

Fun fun.

Tags: screenshot

This entry was posted on Monday, May 19th, 2008 at 5:35 pm and is filed under LD-Misc. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Tales from a Cavern

Maybe this is what I should have been doing for the last LD… It took me two days to make and it’s based on the code of my LD11 entry (I didn’t even miss Felicity!)

Download over herely

Making “just a game” was kind of enlightening, since I didn’t have any real technical challenges to overcome and could just get on with content and putting in simple control logic to make it all come together. It’s pretty much an unthinkable project viewed in terms of what I’ve been doing the last few years, but since both development and result were enjoyable it’s a pretty clear hint that I should be doing it more often.

However, I ruin that immediately by having a natural impulse to make some kind of convenient editor/engine which would reduce the need to write copious amounts of replicated-but-slightly-modified code for instance when I want new enemy types etc. I have made these before, and each time I end up spending weeks or months working on it and then never really use it because I get increasingly unhappy with how it’s built. Still, I couldn’t possibly make a game of say 10x the complexity/scope of this one without using more structured code at the very least. And defining animations, scripted events, enemy patterns etc would quickly get tiresome and repetitive to do in code+Photoshop if you have more than one or two types to deal with. The grunt of this game (discounting image loading and input code) is a 1500-line C file, where almost all logic is directly in the main loop – wonderfully spontaneous way to work but of course breaks down with increased program size due to convoluted value/flow dependencies, loss of overview and the need to repeat code.

The fact that I did manage to create this in just two days though, and that I didn’t run into any major hickups along the way, probably says something about suitable code vs application complexity. If I had gone and made “a perfect design” with fancy classes and streamlined algorithms for everything, I would most likely not be done yet. More importantly, I probably wouldn’t even have started since such a small project doesn’t really justify that kind of work. Not without the prospect of a larger product coming out of it, and if there was one I would probably be too intimidated by the thought of that and keep trying to out-think myself in terms of what stuff I’d need to make that “great big thing” work eventually.

I think Derek Yu recently said something about coders being able to “doodle” games like artists sketch with pencil and paper, and that’s probably an important thing. A sketch is never meant to be used for anything substantial, it’s just playing around with the tools of your trade to make something spontaneous and fun. If it turns out nice then you could potentially do it again from scratch but “do it right” and expand on it if you wish – but you should definitely not be doing it the roundabout way to begin with since that would destroy the spontaneity and make it a laborious task instead of a free-minded sketch. When sketching you can only use whatever skills and processes that come natural to you, without considerable planning or conscious mental effort. Of course, with increased experience this set grows larger and some people could probably do advanced class hierarchies without thinking too much about it. All the more power to them.

Since I made this thing in such a short timespan, I have a pretty good overview of all the techniques I used and the bare-bones code needed to make them work. This could provide some extra value when designing larger game systems as I might be able to target my efforts more carefully, and not get overly general or implement pointless things. For trying out pure game ideas though, I still feel that it would be sensible for me to “sketch” in a more streamlined tool… a kind of game maker for sure, but definitely not Game Maker (for the simple reason that I’m incapable of using any tool that is close enough to what I could potentially build myself, which is a most unfortunate condition in terms of productivity… but creating a tool to fill some (possibly imagined) need of my own is just so very rewarding)

Tags: music, pixels, platformer, rant, retro, sprites

Syndicated blogs

I noticed some talk last night about syndicated blogs and how to get your posts removed. The best way to do that is to start putting your posts into a “ludum” category or something, and then I can set this site up to syndicate that category instead of your whole blog.

However, I think it’s cool to have all your posts, even ones that aren’t really game related at all. I mean, it’s the off-season and it’s fun to read whatever the other LDers are doing, etc. So I wouldn’t worry about being off-topic. This way you just get a better readership, etc.

While I’m at it, if you have competed in a couple LDs and want your blog syndicated, send me an e-mail or something and I’ll be glad to add you.

PoV’s Fake LD – 5 Hours

PoV’s Fake LD Compo! Me versus me! Winner takes all.

I actually planned to start this on the weekend, but it’s Monday already. I’ve had a game concept I wanted prototyped for the past few weeks, but between library development work and some portability stuff, I just hadn’t got around to it yet. Maybe a little bit of slacking too. :)

So I started today just after 1:00 PM EST (not that I’m forcing a 48 hour limit). The first order of business was to butcher the test suite application from my work in progress geometry tests library. It currently uses a wrapped version of 2D Allegro for graphics (suspiciously featuring many function calls that make it work like a 2D OpenGL, matrix stack and all). Currently the only drawing operations supported are circle and line based, which exactly what I want for geometry tests and prototyping.

Prior to LD11, I was working on a file format and loader/saver for 2D geometry. I call them PolyMap’s. It’s whitespace delimited text based format, sort of like an assembly source file. Unlike the dozens of geometry formats I’ve written in the past, I wanted this one to be generic and extensible. The last one I wrote was was a convoluted 2D mess supporting vertex, texture, geometry and spring constraints animation. Eventually I’d like to assimilate that format in to this one, but I want to keep the format simple enough to do other random things with it.

As is, it’s suitable for creating static background collision (polygons), creating 2D paths/rails, placing “things” that you’d normally find in a game level, and numerous straightforward hacks. The format could also be used to make polygons/circles + springs objects, but I don’t need that right. I’m editing files by hand at the moment, but eventually I’d like to have an easily reconfigurable tool for creating stuff in the format. I’m expecting to hack something together soon.

So anyways, the first order of business was to load and use a PolyMap file with my fake OpenGL rendering code. That came together quickly, so I dived in to some camera stuff. That pretty much brings me to where I am right now.

Geometric Camera Fun

(The shape with the normals is actually a polygon, I was just too lazy to create a more obvious shape.)

Camera stuff “sorta” works. I can pan and zoom, and the camera is bound to a region of the map (noted in the PolyMap file). Cursor relative zooming doesn’t work right yet, and the bounds don’t restrict correctly when zoomed. Once that’s sorted out, I’ll probably gut the camera code and make it a feature of my fake OpenGL renderer.

Back to the fun.

Tags: screenshot

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This entry was posted on Monday, May 19th, 2008 at 2:31 pm and is filed under LD - Misc. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

PoV’s Fake LD – 34 Hours

Started at about 2 PM today.

Spent pretty much all day working on cleaning up the camera, and the interaction (integration) between the mouse and the camera. It’s also to a point where it could nearly support multiple views, but it doesn’t yet (or at least I’m not happy with how that code would look right now). I don’t really need multiple views for the prototype, but the editor could use them… when I get around to that.

Hehe, it’s a good thing I don’t have a real Ludum Dare deadline. :)

I should just stop the clock, and start it up again once begin on actually hacking together a level/the mechanics.

Sketch Contest Thing

PoV told me to make shapes and make things out of them, so I did.  I also added notations of what shape made each sketch.  Pardon the complete absence of quality, this is a photo of my sketchpad.

Ham Scribbles

Tags: drawing, sketch

A Modest Proposal

There are 10 months of the year that lack an LD contest.  This simply cannot stand.  It is a blight on the game development community.  I feel that by filling those months, we will attract more regulars and more interest, and LD will be more popular.  But on the flipside, LD is a special event, twice a year, a big deal.  If it happened every month, you’d only have a small percentage of the contestants in any given event (and very little overlap, so you’d never get to know anybody).  And so the proposal:

 The LD48 Mini-Contest.  All that I am about to say is just the proposal and up for discussion as to what is right or whether it’s just stupid in general.  This is just my original basic idea for it.  It runs once a month, on the first weekend.  It does not occur in April and whatever other month Real-LD happens in (shouldn’t there be an official month for that too?).

There is no theme voting – the host simply dictates the theme.  Themes for this are encouraged to be different from the type that LD48 uses, though the host does whatever they want.  Basically, I’m picturing setting up a specific challenge for people, rather than a general theme.  Like we might finally see the “no graphics” theme in the form of “Make a game that communicates with the user only through sound.  The player can communicate back by any method you want.”  Something like that, but also something that can be shorthanded to one or two words if needed (“Audio only”), so people don’t have to explain the theme every time they talk about their game to other people.  Other challenges might be things like “Here’s a set of tiles, make a game with them”, “A maze game featuring zombies that is 64k or less zipped” (blah, I wouldn’t enter that one), or “You just got the Fight Club license.  Deadline is in 48 hours.  Go!” (I could see that one with a lot of movies… Office Space!)  If people don’t like your challenge, who cares?  There’s a new one next month.
Host also dictates the start time, so that he gets to announce the theme at a time convenient for him rather than at 4am.  Contestants have 48 hours from that start time to finish their project, just like in LD.

Rules are relaxed – you can use anything you want to make your game, start with any code.  If you just want to mod your existing game, go for it.  It’s almost the opposite idea as LD is – instead of seeing what you can build from scratch, we want to see what you are capable of with unlimited resources (and very limited time).  Content is just as unrestricted, just keep it legal.

The source code rule is equally relaxed (and rightly so, since you can use code that you’re not allowed to share anyway!).  We’d really like you to post your source, but it’s optional.

People sign up on a list to host this, first-come, first-serve.  You can sign up again only once your last hosting is off the list.  This means Fydo gets to run a Kitties contest.  Hosting is entirely simple: just come up with a theme and announce it when the time comes.  Phil’s amazing wordpress code does the rest, letting people upload their entries (well, links and such) and shutting it all off when the time comes.  All mini-LDs would go in one wordpress category, maybe, so we didn’t keep adding categories all the time.  Don’t have that bit worked out at the moment.

Hosts can participate in the contest too, even though they know the theme in advance.  We’ll trust their integrity.  Probably hosting would have some simple restriction on it, like you must have been in 3 real LDs previously (or you must spend at least 70% of your life lurking in #ludumdare), so we don’t get a flood of people signing up and disappearing.

After the 48 hours, the entries are up for voting, and you don’t have to have entered to vote.  You just need to be signed up on this site, to encourage people to check out the entries and see what they think.  The voting (which Phil of course implements for us!) is simpler than the full-on LD, maybe just 1 category: Awesomeness (maybe Gnarliness, or Radicality, or maybe it shows it with a random name each time, or does the host get to choose the category too!?).  You rate it 1-100, so it’s kind of like grading a paper.  Voting can simply remain open until the next Mini-LD (or actual LD) starts.

Of course, each of these mini-LDs will get a much smaller number of competitors, and nobody would do them all (well, somebody would, I bet you, but not many), but they are a nice option for the bleak wasteland of empty existence between LD48s.  I don’t think they’d detract from the bigness and participation of the real LDs, given their smallness and unofficiality.  My hope is that they’d pull more people in for those.  And we always have people in #ld saying “boy, I need a new LD!”, and with this, there’d always be one of sorts around the corner.

And yeah, it’s more work for Phil to get it up and working, but that’s what he’s here for, right?  What else is he good for?

Discuss.

Tags: contests, proposal

Comments

sol_hsa
22. May 2008 · 13:24 UTC
My 2c: don’t relax the rules. They are good as they are. The rest I’m fine with (host picking theme, etc).
22. May 2008 · 21:37 UTC
I think the only nice rules change would be to let people use pre-made media (like music, sounds, gfx, etc.)
23. May 2008 · 10:44 UTC
I think, don’t “by default” relax the rules, but if the compo host wants to adjust ’em a bit for their month they can.
sgstair
23. May 2008 · 10:46 UTC
I like the idea.

pymike: I don’t see the point to relaxing the rules just for resources. I favor either no relaxation, or the described “full” relaxation.
23. May 2008 · 14:15 UTC
Yeah, pymike, spoken like a true coder! (I mean yeah as in sgstair is right, not agreement with pymike!) Art and sound deserve an equal place at the table, one way or the other.
PoV
25. May 2008 · 05:00 UTC
I just want to throw this out there for consideration.
20. Oct 2008 · 03:23 UTC
Meow! 😀

Mini LD48!

Hey, visit the rules wiki to see what I’ve put down for Mini LD. I’ve got a set of rules (well, a list of ways it’s different from normal rules), and a host sign up page, which I conveniently nabbed the first slot on. Feel free to edit and improve the whole thing. This isn’t my deal, it’s the community’s.

Things still quite unknown include: how judging works, or not if we don’t do that, and what category/tags/whatever the entries and journals need to go into. Will each one have its own category? Maybe a general Mini-LD category? If so, how do we separate the entries for different months? These things need work.

Tags: Ludum Dare, mini

Announcement: Mini LD48 #1 – Hamumu Style!

Suffer, my minions! Friday, June 6th at 6:00PM Pacific Time (Someone else figure out the GMT there), we are hereby commencing the world of Mini LD with a grand explosion of Hamumu-time Fun-brand Entertainment-ness!

The theme will be announced at compo start, and the rules are standard Mini-LD rules. The only host change I am making is:

1 – You may use any preexisting code, art, sound or anything else. No limits on this one! Okay, one limit: What you use has to be legal. If you didn’t make it, you need to have the rights to use it. Yes, you can totally take something you’ve made before and modify it. No, you can’t take something you’ve made before and just shrug your shoulders and turn it in as is.

That’s it! As far as I know, this is an unjudged contest, just a chance for 48 hours of game developing madness. As the first ever official Mini LD, it’s probably going to go off with a lot of hitches, so bear with us and tell Phil to make it all better.

There’s no official signing up, but it’d be cool if you’d post a comment here announcing your intent. I hope we get lots of folks. Anyone can enter, and like regular LD, in the end, you’ll post a blog entry with a link to your game and a screenshot. Then we’ll bug Phil to make an image grid out of it.

Mike Hommel (Hamumu)

Tags: announce, hamumu, mini

Ludum Dare, Mini LD #1 – Hosted by Hamumu

From the mailing list:

Hey everybody,

Big news about Ludum Dare.

First off, ludumdare.com is back. After years of floating around the internets, we’re finally back home where it all started.

We’ve been extremely happy with how Ludum Dare 10 and 11 with WordPress have worked out, so we made it official. A bunch of us got together, threw some money in a pot, and set up a dedicated host. Phil Hassey has already migrated the combined LD10 and LD11 site over to our new host. If you’ve tried accessing anything off Phil’s Imitation Pickles site, you’ve already being redirected.

http://www.ludumdare.com/compo/

The syndicated community feeds of user blogs have been isolated from the compo site, and now reside on a separate section called Planet Ludum.

http://www.ludumdare.com/planet/

If you have a development blog that mostly covers your game making and related efforts, let Phil or myself know, and we’ll syndicate you. Be sure to have an RSS feed url handy.

Finally, we now have a work-in-progress hub website at the root, plus a news feed for those RSS inclined individuals.

http://www.ludumdare.com

We still have much work ahead of us. Several unfinished pages (about), streamlining the site navigation, plus an endless wishlist of ways to expand and improve the community. Think of us as now in perpetual Web 2.0 Beta. :)

Next, a new non compo coming up in under 2 weeks. Friday June 6th, Hamumu will be hosting the first Mini LD48 Compo.

http://www.ludumdare.com/…/hamumu-style/

We’re trying something new here. If things go according to plan, Mini LD Compos will be monthly. If you’ve participated in our “non competitions” in the past, it’s very much like one of those. They’re not judged competitions, but unlike the previous “non competitions”, somebody volunteers to be the host. The host chooses the date, can choose to change/tweak any previously established rules, and the theme. Ultimately, a host can choose to run their compo the classic way (theme voting), but one of the goals of the Mini LD Compos is to try some new things. Be it to bring back some of the more experimental themes, or to ‘beta test’ new ideas for the compo process.

Mini LD’s are new and evolving addition to the community. If you have any thoughts or feedback, get in contact with us on IRC or respond to the discussions on the compo blog. Or if you’re a Ludum Dare veteran and want to try your hand at orchestrating a compo, visit the Wiki to claim a spot, and join us on IRC to discuss it.

http://www.ludumdare.com/wiki/

And one final note about the next event compo (Ludum Dare 12). We don’t have a date set yet, but we’re (I’m) strongly considering (pushing) for some time in August 2008. Stay tuned.

Thanks,
– Mike Kasprzak (PoV)

LD48 Success Story: drZool

From wiki:

I’ve participated in a few ludumdare contests over the years, one with a friend. This friend gave me a call about me helping out with some flash stuff for JunglePeak. I meet up with them and pushed that I’m very interested in making games. I also took a lower price for game development. I did a few things, mainly flash website stuff, for them and it worked great, well, except for me working more than I want, I wanna work with games and have the time off with my family. So I introduced my current day job with this entertainment company hoping I could consult, that resulted in nothing.

A few weeks later Ludumdare 11 took place, one of the highlights of the year, I made Exxon – The oil contaminator a game based upon an idea I’ve pitched for this company. So the Monday after LD11 I sent the game to the entertainment company and a few days later the CEO called me up. He wants me to lead the development for their MMO flash game. Three weeks later the contract is signed and after the summer I’ll start making games for a living, partly thanks to Ludumdare.

Tags: success

Ludum ToyBox

For anyone who doesent have a webhost, I set up a little spot where you can upload your LD and mini-LD games.

introducing the toybox you can keep your games in ^_^

Tags: box, hosting, toy, toybox, upload, webhost

Mini-LD #1 Begins! Theme Here!

HOORAY! You all have until 6PM PDT on Sunday (0100 UTC on Monday) to turn in your entries! To submit your entry, just post a blog post here on LD, in the category “Mini LD #1″. In the Tags section, put “final” (along with whatever tags are appropriate) to indicate it’s your final entry. Your post should include a screenshot, and a download link for your game. Please use ZIPs, not installers! There’s no hosting for your game here, but if you don’t have a place, you can use http://ludumtoybox.sophiehoulden.com/ graciously provided by GirlFlash.

With all that said, what’s the theme?!?! Well, keep in mind this isn’t LD. You don’t just take one word and interpret it as you like. Instead, you need to follow the recipe given below! And here it is:

VERSUS

Select two extremely famous and iconic characters (real or fictional, human or non-human). They must be well-known to a reasonable number of people. They should be as utterly unrelated as possible. Make a game entitled “A vs. B” (where A and B are the names of the two characters, duh). The actual type of game and content then should be inspired by what kind of gameplay you need for those two to be in conflict! It does not need to be a 2-player game, or any kind of head-to-head thing (like a fighting game). For example, one character might have a base, and the other has an airplane, so it’s a vertical shooter. Whatever fits for the characters! Existing example: Bambi Vs. Godzilla (not a game, but to give you an idea of the concept). Made-up Example: Frankenstein vs. Ghandi.

Go to it, minions! Make me a VERSUS GAME!

Tags: theme

Finally Settled

Well, I spent all last night thinking up VS ideas, then watching TV and thinking of more, then when TV was over I said, “that’s it.  I’m going with Schrodinger Vs. Pavlov”.  I thought it’d be cool, an army of dogs that you can steer around with a bell cursor, vs. a guy who can place boxes that contain pop-up cats that may be alive or dead.  Then I was thinking it would be like a board game, where the Pavlov guy has cards with various dogs and bells and things, and the Schrodinger guy has dice with 3 alive-cat faces and 3 dead-cat faces.  The closest I got to an actual idea was that Schrodinger could commit his dice to various battles, and hope they were enough when actually rolled.  It didn’t actually make a game, though.

So this morning I woke up still with no ideas that worked, and finally decided it had to be the very first idea that struck me as solid.  I didn’t want to do a platformer, but here I go anyway: Miyamoto Vs. Yamamoto.  You’ll hop from ship to ship, bouncing on their various parts to sink them, then hop off before you sink with them.  It won’t be Mario, because you’ll be dodging fire directly aimed at you by the cannons and other oddities, and the ‘defeat each ship’ motif is a little different.  Got some ideas, anyway!  Time to build a ship editor!

Tags: dice, ideas, miyamoto, pavlov, schrodinger, ships, yamamoto

Sort of a start

Super Miyamoto Super Miyamoto!  I don’t have the foggiest clue how to actually animate him,  but I’ll worry about that tomorrow.  I really need to start on some code, I think…

Tags: miyamoto

Sort of a start

Super Miyamoto Super Miyamoto!  I don’t have the foggiest clue how to actually animate him,  but I’ll worry about that tomorrow.  I really need to start on some code, I think…

Tags: miyamoto

Editable!

Okay, there’s now a ship editor that loads and saves!  You can’t actually choose which tile to use (of course, there is only one tile… but you can’t erase it!), but you can load, save, and exit.  And it shows you the waterline.

Miyamoto Editor

Pretty classy ship, huh?

Tags: editor, miyamoto, ship, yamamoto

Keen vs. Comic

So I’m going for Retro DOS epicness! Commander Keen vs. Captain Comic! I’ve never actually played Captain Comic, but Commander Keen is one of my favorite game sagas, and I’ve always wanted to make a fan-game of him.

The game is going to be an RPG (hopefully). You’ll explore a planet (Mars, I guess?) in search of Captain Comic, who has raised the Vorticons in revolt against Keen. (yes its lame, and I might change that later on) When you touch an enemy, it will go into a battle mode like Mario & Luigi (GBA and DS) and Paper Mario (GC).

I started drawing the graphics last night, and I’ve got most of the “overworld” graphics done. Here’s a screenie of my progress:

And yes, everything is collidable and there’s a camera that works :) I’m using my Flibber game engine to make it.

Anyway, I’ll see ya all around. Good luck with your games :)

Tags: captain comic, commander keen, epic, MiniLD, retro, way cool

Tom Cruise vs. Anonymous

Thought I would make a post before I got some sleep.

I decided to do a “defend your castle” game where you have to help Tom Cruise protect the Church of Scientology from “Anonymous”. I’m still not sure if Anonymous is allowed, but if it’s not I can easily change it to Oprah. 😛

WARNING: Programmer art…

Tom Cruise vs. Anonymous

So far I just have the bare bones of the game (killable enemies and a killable castle) but hopefully tomorrow I will have time to add a weapon upgrade system and a few other goodies.

Tags: anonymous, awesty, MiniLD, tom cruise

Comments

Pekuja
07. Jun 2008 · 15:18 UTC
Why’s there a cross on the church?
RB[0]
07. Jun 2008 · 16:16 UTC
Looks like a programmer cannon to me… 😉
08. Apr 2009 · 22:18 UTC
I’ve always thought Tom Cruise was hot ever since I first saw _Endless_Love_ in February 1982! As for whether or not he ever gets back with Nicole, I bet he’s going to become this polygamist and he’ll be married to Katie Holmes, Nicole Kidman and me all at the same time! Of course, he’ll have to be sharing Nicole with Karl! My understanding is he may be friends with Nicole’s new hubby! You want to join the harem! (I’ma she, so don’t worry, I’m not a gay man.) I don’t care whether or not he’s cocky! I don’t even notice it. I think that the guys are just jealous over him because all of us gals think he’s so sexy! I think that’s a part of his problem. The guys who aren’t in the movies are all jealous of Tom Cruise!

Mini-LD 1: Frogger -x- Master Shake

This is my first Ludum Dare. I really like the theme and rules so I jumped in this time.

… so I stalled right out of the gate trying to pick a good pair of characters to face-off against each other. I had all kinds of ideas. My trouble was picking one and sticking to it. It’s definitely a fun theme. I picked Frogger from the 80’s arcade game and Master Shake from Aqua Team Hunger Force.

I like frogs and Shake is the perfect villain.

I picked a single-screen 1-on-1 duke-it-out style game with projectile and close quarters weapons. I haven’t done a 2D tile game before so I kept it simple: no scrolling, 1 screen, no OpenGL acceleration. it looks like the OpenGL acceleration isn’t that rough to add. I won’t have time tough.

So far I have a primitive particle system, my 2D tile drawing and loading from text files, and a simple sprite animated character. The mouse is used to aim the projectile weapon and fire. Keyboard moves left/right, jumping, change weapons, and can also fire weapons (as well as left mouse button).

The big stuff still to do:
very primitive collisions – rectangle-rectangle at tile level for jumping & weapon damage.
sound and sound content – this is a biggie for me. I haven’t messed with sound much before.
Draw Master Shake sprites
Draw “slap fight” hand-to-hand combat tile/sprite animations & add hand-to-hand game logic

Frogger -x- Master Shake

Tags: ANSI C, Detox, mingw, platformer, SDL

ALIENS VS PEDRO

whoever wins… I get a friendship bracelet!

I’m definately starting a bit late, so I dont know if I can get anything done in time, but the idea is that you play as pedro and try and get people to vote for you before they are attacked by facehuggers (^.^)

Tags: aliens, pedro, versus

Added Shop

You can know enter the shop and upgrade your weapons at the end of each round. Still need to add the ability to buy sentries and repairmen.

Spent way too much time on the gun graphics (not including the rocket launcher and cruise cannon) and doubt I will have enough time to finish the game since I have to work tomorrow and will have to get a good sleep and wake up early. :\

Tags: cannon, cruise, MiniLD, shop, weapon

Comments

wonderwhy-er
08. Jun 2008 · 20:52 UTC
Seem like some decent graphics. Would be interesting to see end result.

My Shirt Says “Slacker” On It

And there’s a good reason!  I spent at least 8 hours of yesterday stuck at one spot in the game – dealing with the + and – signs of camera position versus ship position (the ships are like individual tile maps, but those tile maps are placed in the world… kind of inspired by DrPetter’s Swarming Of The Machines!) versus player position versus waterline.  It is a trivial problem, solved in the end by swapping some signs around and actually watching which way things move (or, more quickly, by drawing a simple diagram, which I never did).  The reason I spent all day on it was that I was watching TV and not even trying to think about it.  Just haphazardly flicking values every so often.  I don’t think I’m very dedicated to this project.  But I’m gonna try some more today!

Once I finally stopped TV for a second though, I nailed that and now I have Miyamoto running and jumping along a set of 3 boats, quite successfully.  He has no animation, but whatever.  I think I will add enemies and things you can stomp to sink the boats today.  I’m not feeling very pressured.  The unofficialness is getting to me!

Tags: miyamoto, slacker

My Shirt Says “Slacker” On It

And there’s a good reason!  I spent at least 8 hours of yesterday stuck at one spot in the game – dealing with the + and – signs of camera position versus ship position (the ships are like individual tile maps, but those tile maps are placed in the world… kind of inspired by DrPetter’s Swarming Of The Machines!) versus player position versus waterline.  It is a trivial problem, solved in the end by swapping some signs around and actually watching which way things move (or, more quickly, by drawing a simple diagram, which I never did).  The reason I spent all day on it was that I was watching TV and not even trying to think about it.  Just haphazardly flicking values every so often.  I don’t think I’m very dedicated to this project.  But I’m gonna try some more today!

Once I finally stopped TV for a second though, I nailed that and now I have Miyamoto running and jumping along a set of 3 boats, quite successfully.  He has no animation, but whatever.  I think I will add enemies and things you can stomp to sink the boats today.  I’m not feeling very pressured.  The unofficialness is getting to me!

Tags: miyamoto, slacker

versus mini ld

I started toying around a bit.. maybe I’ll submit an entry a bit later, if I get not distracted from coding. My idea is.. help a yellow python eat perls. The “versus” should be obvious, especially from the screen below :)

Final Entry: Miyamoto vs. Yamamoto

Miyamoto Vs. Yamamoto

This might be my record for least finished LD entry (of ones where I actually bothered to submit anything), but here it is! There’s no game here, you can just hop around on 3 ships a little bit and then exit. PRESS Q TO QUIT! Z is jump, and arrows move.

You can download the awesome windows EXE here: Miyamoto Download (712kb)

Enjoy your hopping!

Tags: final

Final Entry: Miyamoto vs. Yamamoto

Miyamoto Vs. Yamamoto

This might be my record for least finished LD entry (of ones where I actually bothered to submit anything), but here it is! There’s no game here, you can just hop around on 3 ships a little bit and then exit. PRESS Q TO QUIT! Z is jump, and arrows move.

You can download the awesome windows EXE here: Miyamoto Download (712kb)

Enjoy your hopping!

Tags: final

moo

Well, I haven’t done anything except moo at #ludumdare, and come up with a few ideas:

verse versus verse – noah vs moses using some quotes from: http://www.cracked.com/article_15699_9-most-badass-bible-verses.html as attacks.

triangle man versus particle man – from the good ol ‘particle man’ by ‘they might be giants’. simple fighting game, particle man is indicated by a magnifying glass and just can’t win.

? vs ? – type names for each player and the first google image search result for each name is the sprite used for that player.

I’m imagining these as basic ‘street fighter 2’ type fighting games, with juwhich is among my least favourite genres, so I haven’t been too motivated to code anything. Triangle man would be easy and a bit comical, mehbe.

Well I’m drinking coffee so that’s a start.

Update: oops, thought I posted this yesterday. well it’s sunday morning and no code, so I wouldn’t expect anything from me.

Comments

whitewingdemon
08. Jun 2008 · 15:59 UTC
Surprised at how funny these, were and even more surprised they were true.
08. Jun 2008 · 23:51 UTC
oh it’s not father’s day! =O i was a week off! thought that might be a helpful reminder for everyone, but instead i was reminded to look at the calendar =O

final

Here: download

Requires pygame and pyopengl.

If someone with Windows could create a py2exe, would be nice.

Also made a complete playthru video just now:

Tags: final

Comments

08. Jun 2008 · 18:25 UTC
Awesome looking little game. :)
08. Jun 2008 · 20:30 UTC
Fun, but slightly annoying in the later levels :(
08. Jun 2008 · 23:58 UTC
Fantastic!
11. Oct 2008 · 04:57 UTC
Very cool looking! I’ll run your game through my little exe script – if it works, I’ll send you a copy; if not, you’re on your own.
11. Oct 2008 · 05:02 UTC
Guh! I got linked here and didn’t even notice how many months late I am! Well, I have an exe for you if you still want it :)

LD Dropout

Yes, I dropped out because:

  1. Way too many distractions this weekend (two of them being Lego Indy and Mario Party 😉 )
  2. My RPG Battle engine had a weird bug, and I didn’t want to spend forever fixing it.

Hopefully I’ll stay more focused next LD :) Looking forward to playing ya’ll’s games. Who knows… maybe I’ll make a game in 30 minutes real quick?

Tags: LD dropout, pathetic

Ah… I give up :(

Well I am new to Ludum Dare so hi everyone.

Wanted to participate this time but now when there is almost no time left and my mini project being far from playable stage… Ehh… But in some way it was fun. I even wrote some weird maze generator. You can see flash version here.

Idea was about “Snake Vs Pacman” where you play a snake in a maze and hunt down Pacman’s which try to run away using some path finding. When you eat Pacman you grow your tale which you can use to block pacmans runaway path. When you eat all the pacmans in a maze a new one is created with narrower corridors and more pacmans. Also there was idea that there may be some mushrooms that makes pacmans enraged for a while so that they can eat of your tail.

Well i made some mistakes in path finding and after 16 hours awake i don’t have any working brain cells left… May be i will upload this bugged version tomorrow or latter when i finish it or something.

Good luck to those who are still finishing their game worlds breaking gods 7 day record 😀

Tags: give up, MiniLD #1

Leon vs. Sin

Okay, this is my first time doing a Ludum Dare and I have to say that I loved the experience. For my game I choose to do Leon (Resident Evil 4) vs. Sin (Final Fantasy X).

There were three other levels, two other monster types and a boss that I had planned and didn’t get to add. Maybe I’ll continue work on it over the next week or so.

Leon vs. Sin Download Choose Easy to start with. Just do it.

Oh yeah, thank you to GirlFlash for hew LD toybox, which is currently hosting this file.

Screenshot

Tags: final

Comments

08. Jun 2008 · 23:09 UTC
I like it
09. Jun 2008 · 10:19 UTC
Me too. Pretty hard though.

LD 60 Minutes

OK so I made a game in 60 minutes. Its uber easy and uber short. Beat Frogger as Galaga! Use the arrows to move and space to shoot.

Download (Python Source Code — 48 KB)
Download (Windows EXE — 3.1 MB)

Tags: final

Comments

08. Jun 2008 · 23:54 UTC
Hey pymike, that was fast! I think I was actually paying attention in IRC when you started working on this. I’ve got to get into Python. I’ve been reading through decent intro PDF on Python. It looks like I’ll be able to refactor and make use of a lot of my low-level C stuff from within Python, which makes me very happy.
pymike
09. Jun 2008 · 22:11 UTC
Detox: I replied but I guess it has to be moderated since it has like 3-4 links in it :(
pymike
10. Jun 2008 · 17:27 UTC
there we go :)
yatsek
04. Dec 2009 · 17:44 UTC
Hi there.

The Canadian Navy vs. Poseidon

I chose to chronicle an epic battle between two unlikely foes.

screen

Q, W – Move left boat

O, P – Move right boat

SPACE – Fire maple syrup

 

Mac

Windows

Source

I only got to work on it for a few hours. Many unexpected things came up this weekend. I listened to Opeth and Bloodbath the whole time, so I was able to get a good bit done I guess.

I hope you enjoy it, and I hope it works. :)

Tags: final

Comments

09. Jun 2008 · 01:08 UTC
Nice idea on the dual controls, works pretty well. movement looks a bit jittery here, but that might have been due to Poseidon’s evil magic.
09. Jun 2008 · 10:15 UTC
Cool, but pretty hard :(
10. Jun 2008 · 00:56 UTC
Update on the jitter/stutter from LD chat – my XP machine is smooth as silk, so it looks like a timing issue with vista64 or the core duo I have… maybe something pygame needs to check out eventually.

Frogger -X- Master Shake Finished

It’s Done! sort of…

frogger -x- master shake v1

Download here:
Download Frogger X Master Shake V3 MS Windows Version
Download Linux version
* Source included

My web pages with other projects

There are a whole lot of things I wanted to add but couldn’t. I’m pretty happy though about getting sound working and doing some halfway decent tile collisions for my first time.

**UPDATED** made it a little harder and improved particle performance, also jacked up the timer freq. for particle events.

Tags: ANSI C, Detox, eye lasers, final, mingw, platformer, SDL

Comments

10. Jun 2008 · 00:54 UTC
Go master shake! Like the lasers.
11. Jul 2008 · 01:32 UTC
master shake rocks!!!!!!!!!!!!!!!!!!!!!

Tom Cruise vs. Anon

For those of you who care, I didn’t get to finish my game. I had to work today (which I didn’t expect) so I couldn’t stay up late… that, and there is an xbox 1m away from me.

This was my first ludumdare (although I have followed the previous few closely) so I didn’t really expect to finish. At least I’ve learnt a lesson for next time.

Comments

wonderwhy-er
09. Jun 2008 · 06:50 UTC
Hey awesty :) Well i failed too. Were to much things to write from scratch in my project. I suppose i need to start gathering easy to use components for different situation in game making if i want to participate invsomething like this :)
thedaian
09. Jun 2008 · 13:54 UTC
Any chance you could release what you have, or finish it up enough so it’s playable? I wanted to see this one finished, just for comedy value alone.

Mini-LD48 #1 is over!

I know this post is very belated, but I didn’t realize such a post was needed until I saw the list of headlines, and it looked like the contest was still going on for all eternity.

Click to see all the entries!

We only had what appears to be 7 entries, and a very high incidence of unfinishedness among those. But whatever, we had fun! I know I had fun naming Vs. possibilities. Anyway, congratulations to the 7 joint winners which all tie for 1st place in every category! HOORAY! See you next month for GirlFlash’s Mini-LD #2.

Tags: announce

Mini LD48h #2

Its coming people, and it will commence at 11pm GMT Friday 4th July, to find out where that is in your timezone, check here. end time is of course 48 hours later :)

As for additional rules, I’m going to repeat last weeks only extra rule (you can re-use any old code, audio or art. but try and put some effort in. recycling wont get you mad props =p). there will also be an additional ‘bonus’ rule announced when the theme is at the start of the compo 😀

also, sorry if I am interrupting anybodies Independence day plans, but I’m English and this is how I get even =p

– GirlFlash

Tags: announce

Ludum Dare 12: August 8th, Mini LD #2: July 4th

From the mailing list:

Hey there sports fans,

Ludum Dare 12 is coming up in about a month and a half. August 8th-10th weekend.

http://www.ludumdare.com

We’ll let you know the theme suggestion and voting details in the coming weeks.

Don’t want to wait that long?

Next Friday (July 4th weekend) is Mini LD #2, hosted by GirlFlash. You can read the announcement here:

http://www.ludumdare.com/compo/2008/06/20/mini-ld48h-2/

Keep an eye on the site for the latest updates for Mini LD #2.

That’s it for now. See ya there.


Mike, Phil, and the #LudumDare crew

Mini LD 2

Dang! I checked the site today and found out the 4th of july plans I made yesterday are going to be in the way. Oh well — good luck to everyone! I’ll probably lurk around IRC to test games, distract people, and a generally give bad advice.

Let’s get that MiniLD#2 category up!

MINI LD#2 IS GOOOOO!

and the theme is THE GAME OF THE MOVIE!

you have to pick a movie, and make a game from it.

now if you want to stick to tradition, the game should have as little to do with the movie as possible, the plot should be abused, characters poorly represented and bits added and removed as though the whole thing went through a blender with a totally different movie.

and as promised, there is a bonus optional theme Unicorn! madder props are awarded for having a unicorn in the game somewhere, especially if it doesnt fit the movie 😀

Remember, its not a competition, but that doesent mean you cant all be competetive 😉

Tags: announce

Mini-LD2 Underway

And I’ve already got half my game done.  See if you can guess what movie it’s based on, just by using the screenshot provided here.  The second number in the title bar is score, since I’m currently too lazy to add in text support right now.

Comments

Pekuja
05. Jul 2008 · 17:09 UTC
Is it Trainspotting?
thedaian
05. Jul 2008 · 20:18 UTC
Yes it is, though by now, most people from the chat know what movie I’m doing.

Sines

Yeah it’s sort of a play-off of Signs. The game’s like a really simple 2d FPS. I’m not gonna be working a whole lot on it, but here’s a screenie of it.

Cheers!

Movie Preview Generator

Well, I gave up on the actual contest. But lately I’ve really been having fun making generators (you know, web ‘games’ that randomly spit out some name like “Fluffyborg The Transient”), so I made another that sort of fits the theme! It’s not based on any particular movie, but it’s not hard to see elements of every Summer blockbuster in it. Here’s a ‘screenshot’:

In a world…

Where ice cream is optional…

ONE woman…

And a boy…

Must face the worst disaster the world has ever known.

A Spike Lee Joint.

Coming Summer 2038 to a holotheater near you.

The ‘download link’ is http://hamumu.com/random.php so go generate some previews of your own!  I’m marking this as my final entry, but I do hope to add more possibilities to it right up until the deadline.  Luckily, the link won’t be changing!  Ah, the magic of the web.

(Yes, I included both turnips and unicorns)

Tags: final, movie, preview

Bees GUI

Ok, if nothing else, my GUI is working. There is ZERO game at this point, but huzzah anyway. Behold, my extremely simple and weird looking user interface!

The Bees GUI

Overdose on blocks

Howdy

Here’s a quick look at my game so far. As you can see it’s very original. Made with vc++ 2008 and sdl

who reads these? Well YOU do!

Yes the window width is far too big for no reason at the moment, but I don’t care. I’ve never made Tetris and I have not programmed for so long I figured I should make something small. The unicorn shape isn’t even working properly unlike in the screenshot.

This is my first game compo timed thingy even if the rules are relaxed and it’s just for fun this time. So don’t expect miracles.

Have fun, rwip out

No unicorns as yet

No unicorns currently, but it’s going well. It’s about the Pink Elephants on Parade scene in Dumbo; Dumbo shoots peanuts out of his nose to make the pink elephants disappear.

The engine’s working fine, but I’m manually scripting where the elephants appear in the level, (as opposed to randomizing) which is going to be time consuming. Power ups are possible, and if I have leftover time then there may also be a boss; though I’m almost certainly not going to have that time.

Progress on “The Wizard”

I decided, what better movie to make into a video game than a movie ABOUT video games!  I’m surprised how much I have accomplished so far.  I have working game entity system, tile maps, animation, collision detection, game states, and some sprite and tile graphics.  It would have been a lot quicker and easier if I did not have to recreate the graphics for the games manually, but the rules are the rules.

Right now it’s just a Mario 3 clone, but I hope to also add in elements from Teenage Mutant Ninja Turtles, Double Dragon, and Rad-Racer.  Am I biting off more than I can chew?  Most definitely.  Screen shots for the final battle between Jimmy and Lucas:

I have no idea where the unicorns will be…

Comments

05. Jul 2008 · 20:27 UTC
You can (and should) upload the images via the image uploaded interface in wordpress :) Then they’ll be archived here and be awesomer!
05. Jul 2008 · 20:28 UTC
PS very nice looking screenies!

Die Hurrrrr

This is my first of hopefully many LD submissions, and I decided to take on the king of all action movies, Die Hard. I instantly thought of Contra (for the NES) for some reason, and I had planned on making this a vanishing-point psudeo-3d-in-2d style game (like the Contra base stages), but it’s turned into a vertical twitch scroller. Controls are mouse-and-keyboard; you control the crosshairs with the mouse, while moving with the arrow pad. Since I suck at spriting, the John McClane sprite bears some resemblence to the Contra characters as I redrew them.

The game will feature multiple stages with (hopefully) humorous cutscenes between each. The level files have a simple flat file format, so making custom levels would be possible. There is also a rudimentary particle engine.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ turnips death dialogue
gameplay

Yes, there will be unicorns.

Back to the grind!

Level Editor and Art

I’ve been working on the level editor for the past few hours (yeah, hours… I suck). It is mostly done — now that the parts are coming together it hopefully won’t be too bad to put the rest of it together and actually create some viable levels for the game. One of the bigger tricks I got hung up on was making the level so much larger than the editor window. I didn’t realize it, but this is my first time making levels bigger than the screen so I had to figure out all the scrolling behavior I needed/wanted. Not too bad, but something new.

Before I can complete the editor, I need the art, so I just did that for a while. Quite frankly, the art is embarrassing. I’m not an artist at all, and the time constraints compound that into pure crap. So – apologies to everyone in advance. 😀

I haven’t even started on sound, although I grabbed a copy of “flight of the bumblebees” for the main music. 😀

Comments

Kester
06. Jul 2008 · 10:32 UTC
I was considering whistling Flight of the Bumblebee, but I figured it’d take several years to master.
whitewingdemon
06. Jul 2008 · 12:13 UTC
It be good that your expanding and trying new things.

Also programmers are notorious for being bad artists so don’t feel bad.

A level in the game!

This marks the first moment a level is actually loaded in game. I haven’t put the scrolling from the level editor into the main game yet (but it should be trivial), so all you get is this boring screenshot with some bees flying around for no reason. Note the terrible art, including the artifacts or whatever that green line on the aluminum siding building is called… 😀

A screenshot of the very first time the game loaded a level

It is always nice to see it all start to come together. Game is probably 30% done. 18 hours and 6 minutes remaining… As usual I wish I hadn’t wasted so much time. For the real LD coming up I’ll block out my schedule and tell everyone else to get lost.

I’m pretty tired so I think I’ll sleep tonight. I’ll try the uberman naps first, but I don’t expect that to help so I’ll likely have a 4 hour or so nap. It is knocking a quarter of my dev time off, but I just don’t function well without sleep and this is crunch time.

Comments

Kester
06. Jul 2008 · 10:57 UTC
Your game really intruiges me… I can’t wait to test it out.

Dropping out

Its been great, but I have surfing in less than an hour and its gonner take ages. There is no way I’ll finish. Hope you all do well!

I post up my pacman clone (late) when I finish it.

Die Hurr – Finished

Well, I didn’t get to do some of the cool stuff I wanted to (no music, boss battles, or moving platforms), but here is my final submission. I’ll update this post with screenshots in a few minutes.

It has three levels, plus a trainer level. Cutscenes were written during a caffiene overdose late last night. Overall, it’s pretty fun. The last level was created to be insanely hard. If anyone beats it, let me know :)

Die Hurr – Python Source (requires PyGame and PGU)
Die Hurr – Win32 Executable

Edit: Okay, I beat it with three lives. It was taking me 5 or so. Still, it is pretty darn hard.

Tags: final

MINI LD#2 IS END!

thats it guys, 48 hours have gone bye-bye, and they arent coming back. out of them however, we have five games!

Movie Preview Generator by Hamumu

Pulp Fiction Overdose by rwip

bees by keeyai

Die Hurr by destroysound

Pink Elephants are Go by Kester

And seeing as there seem to be a few games to miss the deadline, they will no doubt be appearing in the MiniLD #2 category soon, so check back for them (or I will be sending my turnip and unicorn army upon you!).

anyhoo, I think most people had fun, and IRC was rarely anything short of hilarious, so props to all who took part 😀

Remember, no Mini LD next month, but dont frown, because its going to be a fully grown LD! and if your desperate for more mini godness, PoV is lined up to be hosting in september. so nobody has to wait too long for some awesome! 😀

– GirlFlash

Tags: announce

2 Hours Left

Well, I’ve been pushing hard all day. There are 2 hours left and I’m really not as close as I would like, but I am further than I expected. There are a couple big bugs I need to find quickly then I need the packaging to magically work (which it won’t since it has an incomplete version of MUA, rabbyt, and open gl 3).

Still on the plate after those bugs are the levels, the level system itself, winning :D, sound and music. I’ve cut the pause screen and saving out, but I suspect I’ll still be soundless :(. Especially since pyglet sound doesn’t work on vista – a fact I forgot until just now.

Craaappppp

Pulp Fiction Overdose

Here is my final on time entry. It of course is not complete with menu, game over, score, but it is a fully working tetris game with sounds and music and a little easter egg.

hmm how will I place the unicorn this time

Made with C++, SDL and SDL_mixer, it turned out ok. Nothing original so I guess no one would download it but I’ll put it up here just for me to think I made the deadline. My friend seems to think the unicorn shape is a pain but I soon found ways of setting the shapes for the unicorn to fit nicely so I strangely like the shape in the game.

Well it was fun doing this, shame my birthday is 9th august so I wont be in the next one. Would like to make something original next time. Maybe the time after that. Any feedback is appreciated also.

I don’t have a site so I’m using this free host, should work fine though: DOWNLOAD win

Tags: final, pulp fiction, tetris

Comments

06. Jul 2008 · 21:12 UTC
I dont like tetris, but I enjoyed this, maybe it was the music, maybe it was the snort sound, but most likely it was the unicorn shape 😀
rwip
06. Jul 2008 · 21:30 UTC
I was bored so each shape got their own tile graphic. Then I realised I can’t draw, so made them slightly different and never thought about it again.
07. Jul 2008 · 00:28 UTC
I played it for a bit. I liked the integration of the unicorn shape :)
03. Dec 2008 · 23:43 UTC
I really like tetris, I waiste all of my time at work playing it.

Fin

Well, I’m not super proud of it, but I’m out of time. I didn’t get to music or sound, and there are still some nasty bugs with some of the bee numbers. You can play all the way through though — the levels suck and the art is worse.

Unfortunately, it just isnt that fun. I’ll have to get some feedback from everyone to see what can make it better.

I’ll probably make an executable later, as well as the time lapse.

Here is the LD version.

And a screenshot:
Bees LD Version Screenshot

Tags: final

Comments

Kester
06. Jul 2008 · 20:04 UTC
As much as I’d love to comment, I have no Python.
06. Jul 2008 · 21:14 UTC
bah, lappy cant do openGL stuff, it will be a week or so before I can lay D=
07. Jul 2008 · 00:28 UTC
I’ve tried to run it but I think I’m missing something. Do I need anything else installed besides Python?

Pink Elephants are Go

A game, about Dumbo, and the Pink Elephants on Parade.

Play

It’s a .swf, so it plays online, though it can be downloaded by right-click save as on the ‘download’ button at the side. Source can be provided if anyone wants it, which I doubt.

I had to finish off by just cutting off the level, because things mysteriously stopped working after the amount playable. Oh well, I then built the scoring system around what’s there, so you’ll recieve a ‘grade’ depending on how completely you puffed away the pink elephants.

It’s simple, but it’s also complete with sound, menus, art, and enough gameplay to classify as a ‘game’ rather than a demo. No unicorns or turnips, sadly.

Tags: dumbo, final

Comments

06. Jul 2008 · 21:19 UTC
hehe, this game was kind of creepy, but cool all the same. I’m no good at getting combos though, highest grade is A D=
rwip
06. Jul 2008 · 21:38 UTC
The start is great but then I began slapping my laptop z key like never before. I was thinking the same as GirlFlash, why z?
07. Jul 2008 · 00:27 UTC
Nice work! I love the whistling, and like rwip said, the background looked really nice.
07. Jul 2008 · 00:31 UTC
I played for a while but didn’t do so well. Rank D
07. Jul 2008 · 03:54 UTC
I finished the game without shooting.. (Next time, I’ll read the instructions first..) but I still got a F, not fair! :)
Kester
07. Jul 2008 · 11:05 UTC
I like Z, it means you don’t accidentally lose focus on the window by clicking outside it. Also, it’s useful for laptops like mine, where it means clicking the clicker would obstruct the other hand’s movement around the little pad.
Ariel Yust
07. Aug 2008 · 18:06 UTC
oh boy thats one sick game XD haha I got Rank B on my first try!

pressing z was not a problem for me :\ I hate the music hhhhhhhhh

Porkchop Express – mini-LD #2

Big Trouble intro screen

Finished I guess. The minions didn’t make it in. They are so close to being ready but oh well It’s already late. I had a unicorn with a horn-stab move all ready too. ah well.

What it needs is gamepad input. And some scrolling, and the minions!

Windows EXE with C source

Tags: ANSI C, brawler, cheap AI, Fighter, final, SDL, sprites, ugly

Comments

06. Jul 2008 · 21:24 UTC
Aww, so close!
rwip
06. Jul 2008 · 22:10 UTC
I suck at it so… I went into scores.txt and made myself amazing.

I quite liked it for what it is, I felt good seeing the massive WIN with stars on my 3rd go. Turned out I should of looked at help rather than clicking play too avoid the “WoW I can punch!” moment.
Anonymous
07. Jul 2008 · 14:27 UTC
you can edit the *.go files too to mess around – the entries are

Thought I’d share what I had

I know this is past the deadline and what I have is nowhere near complete, but I thought I’d share it anyhow.  I was hoping to have had at least 20 of the 48 hours available, but this turned out to be a rather busy weekend so I only got to work 12 hours on it.  With that said, however, what I do have is pretty decent (though the code is quite messy.)

It wasn’t originally going to be a simplified version of Mario.  I thought if I got the Mario part working the rest of it would be a cinch, since the rest of the game would only involve small modifications to the Mario code … Maybe if I had more time.

It requires only Python and Pygame.  I included a batch file and a shell script to help people run it, but if that doesn’t work for you just go into the ‘lib’ folder and have Python run ‘main.py’.

Mario can run, jump, collect coins, hit question blocks, break bricks, stomp on goombas, and die.  The controls are ‘left’ and ‘right’ to run and ‘x’ to jump.  The level has one really difficult part, but it doesn’t really matter because there is no real way of completing it.

Have fun and enjoy it!

Download: wizard_v001.zip

Tags: late, wizard

Comments

06. Jul 2008 · 22:01 UTC
nice platforming physics. it’s a shame this didn’t get finished, because it is pretty dead-on.
ArmchairArmada
06. Jul 2008 · 22:29 UTC
Thanks. I spent most of my time tweaking and adjusting Mario’s play control — though there are still problems (sometimes dying while trying to stomp a goomba, for example.) I didn’t get to work on it at all today, but I think if I could have work on it more most of my original idea could have been completed.

i has failed

Didn’t spend much time, and also had no idea.. thought I still put up what I got: here

It needs python, pygame and pyopengl to run (..hm, for the real LD, I have to find someone who can make me a py2exe and py2app version of my entry). You can run until you touch the turnip if you want, but nothing will happen even then. Except for the unicorn, it also totally fails the theme and at no point I was even close to an idea 😛

The good things about this mini LD for me though were, I think I know now how I could easily do one of those motocross games.. just need to use 2 or 3 collision circles instead of a single point as I did here, and some spring forces between. Also, I was surprised how easy it was to read SVG files – took me a total of 5 minutes to develop loader code for it (first few lines of line.py).

Tags: allefant, mini ld, pygame, unicorn, vector

Comments

ArmchairArmada
07. Jul 2008 · 12:20 UTC
I tried to run it, but OpenGL is giving my an invalid value error. Judging by the output it seems you are using unusual dimensions for your texture — the error message says 140×48. Texture sizes should have dimensions that are powers of 2. The problem seems to be in your text rendering. It’s just trying to convert the PyGame font rendered surface into a texture without making sure it fits the right dimensions.
07. Jul 2008 · 15:24 UTC
Hm, yeah, I was assuming OpenGL 2.0 where it is allowed. To fix it would be rather easy, in image.py.. just would have to make sure that Image.__init__() pads the texture to power-of-two, and adjust the texture coordinates in Image.draw() accordingly. Not worth for this.. but mustlkeep it in mind for the real LD, so thanks!

PyOpenGL + Py2Exe Woes

Ok, I’ve been trying to make an executable of my game all morning but I can’t make it work. PyOpenGL 3.x has always been a problem because of the setuptools, but in 3.0.0b1 I had a working solution, sort of. Now, however, I can’t get that to work and am just running into this error over and over:

“RuntimeError: Unable to find an implementation for the ‘win32’ (‘nt’) platform”

The only things I could find online are similar problems with no responses or solutions.

Does anybody have any advice?

Tags: py2exe

Comments

08. Jul 2008 · 08:28 UTC
Can you use pyopengl 2.x?
Pascal Giard
11. Nov 2008 · 17:40 UTC
Some trickery à la FretsOnFire 1.3.110…

First copy the .egg:

cp -Lr $(PYTHON_LIBS)/site-packages/PyOpenGL-3.0.0a5-py2.5.egg data/

cp -Lr $(PYTHON_LIBS)/site-packages/setuptools-0.6c8-py2.5.egg data/
Anonymous
02. Jun 2009 · 13:46 UTC
a
Anonymous
02. Jun 2009 · 13:47 UTC
Replace the OpenGL/platforms in dist with the OpenGL/platforms in your sitepackages.